I think this problem is already being worked on.

https://review.source.android.com/8771

This sounds like something this contribution will fix once it's checked in.

-- Urs

On Wed, May 20, 2009 at 7:41 PM, K-meister <[email protected]> wrote:
>
> Hi, I have discovered while using DDMS that the basic OpenGL system
> calls in my code are allocating memory and causing the garbage
> collector to fire! It's not the system calls themselves causing the
> problem but the use of direct byte buffers to pass data in.
>
> The direct byte buffers I use in calls such as glVertexPointer &
> glTexCoordPointer lead to java.nio calls to read the byte buffers,
> leading to objects of type
> org.apache.harmony.luni.platform.PlatformAddress being created.
>
> These buffers are the same as in the example OpenGL code. I am
> creating a ByteBuffer using allocateDirect() and then creating an
> IntBuffer using ByteBuffer.asIntBuffer() to pass data to the OpenGL
> functions. The problem occurs as the system is reading the buffers.
>
> Is there a way around this? Maybe using something other than direct
> byte buffers? It seems that using this method, OpenGL code of any
> complexity (ie a lot of OpenGL system calls in every frame) is doomed
> to pause a lot. I am aware that these calls should be kept to a
> minimum, but I still need to use a certain amount of them.
>
> thanks,
> Kolin
>
> >
>

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